Mindwitches use Telepathy magic to invade the thoughts of other creatures so they can manipulate their victims. Once their hooks are in, mindwitches can make creatures believe things that aren’t true, experience things that aren’t happening, and act in ways contrary to their nature. Although many mindwitches use their talents for good ends, many find the opportunity for skulduggery too enticing to pass up.
Level 7 Mindwitch
Attributes. Increase three by 1
Characteristics. Health +2, Power +1
Languages and Profession. You can speak another language and add a profession.
Magic You discover the Telepathy tradition or you learn one Telepathy spell.
Thought Worm When you cast a Telepathy attack spell that requires you to make an attack roll and you get a success, you can use a triggered action to implant a thought worm in the target’s mind. The thought worm remains for 1 minute. At the end of each of the creature’s turns, it can make a Will challenge roll and removes the thought worm on a success. Whenever a creature with a thought worm you implanted takes a turn, choose one of the following effects.
- You render one creature invisible to the target until the end of the target’s turn.
- If the target would make an attack roll, you can grant the target 1 boon or impose 1 bane.
- If the target would make a challenge roll, you can grant the target 2 boons or impose 2 banes.
- If the target would use an action to attack a creature, you can make an Intellect attack roll against the target’s Will. On a success, you choose the target of the attack.
- If the target would move, you can make an Intellect attack roll against the target’s Will. On a success, you decide the distance and direction of the target’s movement.
Level 10 Mindwitch
Characteristics. Health +2
Magic You learn one spell.
Destructive Thought Worm You can use an action to destroy a thought worm that you created in the mind of one creature you can see within medium range. The worm explodes, dealing damage equal to 1d6 x your Power score, and causes the target to gain 1 Insanity per point of your Power score. The target can make a Will challenge roll and takes just half the damage and does not gain Insanity on a success.